Endless Winter: Paleoamericans
What a hot lukewarm mess. What is this, even?
[picks up ringing phone]
“Uh huh… Sure. I see…”
[hangs up phone]
It’s a board game.
This entered my radar at some point in the past, because that’s how timelines work. A while ago (a year? 2 years? You’d have to be some sort of chronologist to keep track of such minute periods of time!) I received Endless Winter: Paleoamericans along with some expansions as part of a no-ship math trade. The core conceit here, I believe, is that the game mashes together various popular game mechanics into a cohesive strategy board game.
And we’ve seen this before! I know it didn’t win that many awards, but I think Merchants Cove is a great family-weight game, with the added benefit of built-in handicapping by way of the wildly-asymmetric titular Merchants, joined in a common “shared space” within the titular Cove.
If you look a bit deeper, you may even notice that Endless Winter: Paleoamericans and Merchants Cove share some of the same DNA, by way of their common designer(s)/developer(s): Jonny Pac and Drake Villareal
But the nature-vs-nurture debate is compelling here; where Merchants Cove focuses on the individual players having one or two mechanisms that they, and they alone, wrangle, Endless Winter throws everyone into the same arena to play the same game – deck-building worker-placement.
[zzzzz]
Huh? Sorry, fell asleep there for a second. [yawn] Yeah, so like I was saying, a deck-building worker-placement game. Oh, and there’s a bit of resource management, some area majority, and another spatial puzzle attached off the to side, and then a couple of tracks that, basically, just influence final scoring.
I played with the Glaciers module (I think it’s included in the base game?). Definitely worthwhile: it adds a very, very small amount of exploration to the map and provides extra rewards for expansion – also seems to work every well with the solo mode; giving the player more opportunities to exploit their intelligence to stay competitive with the solo AI, while also adding additional wrinkles to the AI.
So here’s the thing: it’s pretty good for a deck-building worker-placement game. The deck-building is pretty lame, honestly, but that’s probably good because the resource management with the worker-placement is pretty interesting.
After finishing my first game (and losing by 3 points to the solo AI), I contemplated playing again with a few of the modules added on. But, I’ve been eager to get High Frontier 4 All on my table, and my eyes kind of glazed over when I started looking at the expansion modules.
Expansions, and what I think they do:
- Endless Winter: Rivers & Rafts – area-control-map asymmetry and increased map complexity
- Endless Winter: Cave Paintings – personal roll-and-write board
- Endless Winter: Ancestors – adds variety and extra interesting decisions to the deck-building
- Endless Winter: Ceremonial Grounds – alters the deck-culling mechanism from the base game; seems like an option to add a gameplay mechanism to help players to shift from the culling-to-scoring portion of the deck-building gameplay arc
- Endless Winter: Canine Familiars – extra noise/nuance for deck-building, and added integration for worker-placement and deck-building
- Endless Winter: Aurora Borealis – Asymmetric player power via starting deck
- Endless Winter: Mammoth Module (the smallest module) – interferes with map development and area control
So, the expansions/modules definitely have the capability to improve the deck-building experience, which, as I suggested above, was fairly pedestrian.
Definitely will play it again. The physical production is very good (I seem to have gotten a preshaded edition, but thankfully without the neoprene boards or resin pieces)
Gaming Goal 2025 Status
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